Removed reference to rockers and ability to add +1 to charismatic leadership

Expanded the entry for Hypnotism/brainwashing

Page 10

Removed Sing from perform description, as singing is its own skill.

Page 11

Minor changes

page 12

Minor Changes

Added swimming to list of things whose speed will be modified by athletics.

page 13

Removed Weapon: Submachine Gun entry

Removed Makeup/special Effects (disguise handles this just fine, not sure what I was thinking when I added it.)

other minor changes

Page 14 - 22

Minor edits

Page 23

Removed Bounty Dog, added Magus

Page 24

The removal of SMG from the skill list necessitated the following rules additions..

KNOWING WHICH SKILL TO USE:

Most weapons are easy enough to determine which skill relates to them, but some weapons, like SMG’s can skew the line. Any Firearm that is fired line of sight, but does not have a stock, such as Pistols, Rifles with the stock removed, sawn off-shotguns, or hand held exotics, use the handgun skill. Weapons with a stock, fired from the shoulder, use the Rifle Skill. If the weapon has a folding or removable stock, use the appropriate skill at the time. Indirect fire weapons, such as grenade launchers, heavy machine guns fired from a mount, or artillery use the Heavy Weapons skill. Bows, Crossbows, Blowguns, and Spear guns use the archery skill.

And added to the Concealability explanation:

Note: adding a Stock to a small arm provides the weapon with a +2
Accuracy bonus. It also changes the range to 250 meters (except for
shotguns) and the weapon now is classed as a Rifle, requiring that
skill to use. Removing a stock from a Rifle imposes a -2 penalty,
changes the range to 50 meters, and the weapon now uses the
Handgun Skill. Adding a fixed stock drops the Concealability by two
levels, and a folding or retractable stock by one. Other modifications
and add-ons, such as scopes, laser sights, and brass catchers, can also
change the Concealability, this is at GM discretion.

Page 25-36

Minor edits to correct formatting.

Page 28

Minor edits

Page 30

Addition of new rule,

Optional Initiative Rules 2 (used at GM discretion) –

Advanced Initiative

This method will add more realism to your combats, at the cost of being slightly more time consuming and creating extra book keeping for the GM. A chart, beginning at 33 (tics), is created. Initiative is rolled as normal, with the characters total initiative determining where they begin on the chart. Actions for the turn are declared. On their turn, and every five “tics” after, that player may perform 1 quick action and move at a rate equal to ½ their MA. As the Tics count down, everyone takes their actions in succession. Movement Quick Actions, Standard Actions, and Regular Actions begin on the increment they are declared, and do not end until the Tics have passed. Every 5 ticks equals 1 Quick Action, every ten a Standard, and every 15 a Full. Any player who has actions during that time may take advantage against the position the first character has left himself in. For example, if during your action you decide to run, it will take you five tics to reach your destination, if on the third tic another player’s turn comes up, they can take a shot at you while you are mid run. Firing itself consumes 1 tic, but emerging and re-entering cover from a stationary position still takes a full 5 tic turn, leaving you vulnerable. Changing an action from that declared is possible, but costs a quick action.

Any actions remaining after the tic count reaches zero are lost, however the actions that were lost can either be spent on defense rolls, or used to change actions from what was declared.

Major reformatting, 2 images and a page is added to keep formatting straight, which of course makes keeping track of page changes from this point on for the rest of this change log rather confusing. Sorry about that...

Page 35 (was 34) Added new modifiers, including mods for attacker walking (-2) and changed attacker running mod to -5, added rules for adding a stock to handguns and smg's, and for removing a stock from a rifle.

Page 38 (was 37)

Changed range for bows to BT x 20 (from 10)

pages 39 and 42 (was 38 and 41, also 26)

Fixed ranges for casting to be more inline with BT chart on page 3

Pages 63 64 and 65 (62,63,64)

Added rules for swimming speed and modifiers.... reformatting and minor edits to sustain book format.